A Study on the Positive and Negative Emotional Response of Frequent and Non-Frequent Video Game Players

Location

Online - Session 1D

Start Date

4-21-2021 10:30 AM

Major Field of Study

Psychology

Student Type

Undergraduate - Honors

Presentation Format

Poster Presentation

Abstract/Description

Video games are fun and popular outlets, boosting enthusiasm and providing a form of entertainment and challenges (Ceranoglu, 2010). Many researchers study the negative effects of competitive and violent video games with more focus on the negative effects (Dowsett & Jackson, 2019). Positive effects of videogames have been supported but only consider select factors of influence (Halbrook et al., 2019). The goal of this study is to measure the positive and emotional response of frequent and infrequent players of video games with competitive aspects. Frequent players are expected to have more motivation and positive emotional response then less frequent players. The sample size consists of 79 participants that have some experience playing video games and were recruited from college institutions and social media platforms. Participants will be using an online survey link for about 5-7 minutes to complete. To measure the emotional responses, participants responded to the Positive and Negative Affect Schedule (PANAS; Watson, Clark, & Tellengen, 1988) which is a 10-item self-report scale. The Situational Motivation Scale (SIMS) was used to measure motivation in playing video games (SIMS; Guay, Vallerand, & Blanc, 2000). Frequency was measured by asking how often participants play. The results of this study are expected to support the prediction that frequent game players will have more motivation to play and have a higher positive emotional response from gaming with competitive elements than non frequent gamers. The expected implications of this study are furthering the research between video game players and emotional response in both positive and negative.

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Apr 21st, 10:30 AM

A Study on the Positive and Negative Emotional Response of Frequent and Non-Frequent Video Game Players

Online - Session 1D

Video games are fun and popular outlets, boosting enthusiasm and providing a form of entertainment and challenges (Ceranoglu, 2010). Many researchers study the negative effects of competitive and violent video games with more focus on the negative effects (Dowsett & Jackson, 2019). Positive effects of videogames have been supported but only consider select factors of influence (Halbrook et al., 2019). The goal of this study is to measure the positive and emotional response of frequent and infrequent players of video games with competitive aspects. Frequent players are expected to have more motivation and positive emotional response then less frequent players. The sample size consists of 79 participants that have some experience playing video games and were recruited from college institutions and social media platforms. Participants will be using an online survey link for about 5-7 minutes to complete. To measure the emotional responses, participants responded to the Positive and Negative Affect Schedule (PANAS; Watson, Clark, & Tellengen, 1988) which is a 10-item self-report scale. The Situational Motivation Scale (SIMS) was used to measure motivation in playing video games (SIMS; Guay, Vallerand, & Blanc, 2000). Frequency was measured by asking how often participants play. The results of this study are expected to support the prediction that frequent game players will have more motivation to play and have a higher positive emotional response from gaming with competitive elements than non frequent gamers. The expected implications of this study are furthering the research between video game players and emotional response in both positive and negative.